Snapping UI sprite in Unity? - unity3d

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Is there any way to snap UI sprite vertex? Holding "V" does not work in this case.

Checking Unity's Documentation is good start when you run into an issue. I checked the documentation, which can be found here: Modifying Sprite Vertices via Script.
Reading the documentation you can grab a Sprites Vertices using a Vector2 Array.
//Fetch the Sprite and vertices from the SpriteRenderer
Sprite sprite = m_SpriteRenderer.sprite;
Vector2[] spriteVertices = sprite.vertices;
You can draw using the vertices by following this and viewing them in scene view
// Show the sprite triangles
void DrawDebug()
{
Sprite sprite = m_SpriteRenderer.sprite;
ushort[] triangles = sprite.triangles;
Vector2[] vertices = sprite.vertices;
int a, b, c;
// draw the triangles using grabbed vertices
for (int i = 0; i < triangles.Length; i = i + 3)
{
a = triangles[i];
b = triangles[i + 1];
c = triangles[i + 2];
//To see these you must view the game in the Scene tab while in Play mode
Debug.DrawLine(vertices[a], vertices[b], Color.red, 100.0f);
Debug.DrawLine(vertices[b], vertices[c], Color.red, 100.0f);
Debug.DrawLine(vertices[c], vertices[a], Color.red, 100.0f);
}
}
Snapping the vertices together through the use of scripting, however, does seem overly complicated depending on what these are for. Given this, it would be useful to know why you want to do this? If these sprites are static and unmoving or only used for a short period it may be much easier to manually align them in the Scene view.
Another method could be to use ProGrid, which is a Unity Package that allows you to turn on snapping in your scene and is very useful for aligning gameobjects; this also allows the amount of snapping to be changed.
Find it by going to Window -> Package Manager. Note that you may need to turn on preview packages to find it.

Related

How to write dynamically to whole stencil buffer in Unity

What do I want to achieve ?
I'd like to achieve an effect in Unity3D, where I superpose a few cameras on top of each other. Each cameras would draw to a specific area of the screen. If possible, I'd like these areas to change dynamically.
I am using unity (latest version), and URP.
How technically I see it :
For implementation and performances reasons, it seems writing to the stencil buffer is the way to go. That way, I can only render what part of the screen I want for each camera. It is also quite easy once the stencil is made, cause the ForwardRendering settings in Unity offer such capabilities out of the box.
What I can't figure out :
The problem is, I don't know to efficiently write to the whole stencil buffer (each frame). The best way would be to use a compute shader (or maybe a simple script), that directly write the values after some calculations. Is there a way for that ? If yes, How ?
Another alternative may be to use a transparent quad in front of one of each camera, and to write to the stencil buffers like that. But 1) It seems there exist a SV_StencilRef keyword in the fragment buffer, but not supported by Unity yet ? 2) I will still lose performance nevertheless.
Thanks for any help / ideas about how to tackle this problem.
Edit (Clarification) : I'd like to be able to render free shapes, and not only rects, which prevent the use of the standard ViewportRect.
After some search, I found the Voronoi split screen to be quite similar (with a technical view) to what I'd like to achieve (See here)
If I understand correctly, you only need to play with the different camera Viewport Rect (https://docs.unity3d.com/ScriptReference/Camera-rect.html) to determine what camera should render what part of the screen.
Response to comment: no, it's not stretched. Here is an example with four cameras:
Create a scene with four cameras, add this script to it and add the cameras to the array on the script. I added the _movingObject just to see something moving, but it's not necessary.
using UnityEngine;
public class CameraHandler : MonoBehaviour
{
[SerializeField] private Transform _movingObject;
[SerializeField] private float _posMod = 10.0f;
[SerializeField] private float _cameraPosMod = 0.1f;
[SerializeField] private Camera[] _cameras;
private void Update()
{
float t = Time.time;
float x = Mathf.Sin(t);
float y = Mathf.Cos(t);
if (_movingObject) _movingObject.position = new(x * _posMod, 1.0f, y * _posMod);
Vector2 center = new(0.5f + x * _cameraPosMod, 0.5f + y * _cameraPosMod);
// bottom left camera
_cameras[0].rect = new(0.0f, 0.0f, center.x, center.y);
// bottom right camera
_cameras[1].rect = new(center.x, 0.0f, 1.0f - center.x, center.y);
// upper left camera
_cameras[2].rect = new(0.0f, center.y, center.x, 1.0f - center.y);
// upper right camera
_cameras[3].rect = new(center.x, center.y, 1.0f - center.x, 1.0f - center.y);
}
}
Not exactly an answer to your question about stencil buffer but I had a (hopefully) similar use case recently.
The main issue: In the URP Camera stack
If your camera is set to Base it will overdraw the entire screen
you can not adjust the Viewport on any Overlay camera
You can actually try to set the viewport via code -> result your camera renders only the correct part of the scene ... but it gets stretched to the entire screen ^^
What I did in the end was
Leave all content and cameras at the origin position
Apply according masks to filter the content per camera
Make your camera Overlay (as usual)
go through a custom Camera.projectionMatrix
m_Camera.projectionMatrix = Matrix4x4.Translate(projectionOffset) * Matrix4x4.Perspective(m_Camera.fieldOfView, m_Camera.aspect, m_Camera.nearClipPlane, m_Camera.farClipPlane);
where the projectionOffset is an offset in viewport space (normalized 0 - 1) from the bottom left corner.
For example in my case I wanted a minimap at 400, 400 pixels from the top-right corner so I did
var topRightOffsetPixels = new Vector2(400, 400);
var topRightOffsetViewport = Vector2.one - new Vector2(topRightOffsetPixels.x * 2 / Screen.width, topRightOffsetPixels.y * 2 / Screen.height);
m_Camera.projectionMatrix = Matrix4x4.Translate(topRightOffsetViewport) * Matrix4x4.Perspective(m_Camera.fieldOfView, m_Camera.aspect, m_Camera.nearClipPlane, m_Camera.farClipPlane);
See also Matrix4x4.Perspective

Is there anyway to set pivot of sprite with script?

We recieve a psd files from our designers for objects. We are working on an isometric 2.5D game, sprites are half-3D renders. We got 2 layers on PSD files, one is for ground (we use that as obstacle with polygon 2d collider) and other layer is building/object. For accurate sprite render order we have to put pivot point of the building/object to ground-level. When we did import PSD to Unity, the pivot points of layers are automaticly at the center of image. We need to set pivot point of sprite to ground level same as ground-layer's pivot.
Is there anyway to achieve this? Looks like "Sprite.pivot" is read-only can't changable via script.
You could create a new Sprite from the existing one and alter the pivot point using Sprite.Create
public Sprite CreateSpriteWithPivot(Sprite existingSprite, Vector2 pivot)
{
return Sprite.Create(existingSprite.texture, existingSprite.rect, pivot);
}
I made a tool for setting the Sprite pivot points in the editor while maintaining their world positions: https://github.com/thepowerprocess/UnitySpritePivotEditor
This is the part where the sprite texture is edited:
SpriteRenderer sr = selectedGameObject.GetComponent<SpriteRenderer>();
string path = AssetDatabase.GetAssetPath(sr.sprite.texture);
TextureImporter ti = (TextureImporter)AssetImporter.GetAtPath(path);
Vector2 newPivot = new Vector2(childMousePos.x / (sr.sprite.texture.width / sr.sprite.pixelsPerUnit), childMousePos.y / (sr.sprite.texture.height / sr.sprite.pixelsPerUnit)) + ti.spritePivot;
ti.spritePivot = newPivot;
TextureImporterSettings texSettings = new TextureImporterSettings();
ti.ReadTextureSettings(texSettings);
texSettings.spriteAlignment = (int)SpriteAlignment.Custom;
ti.SetTextureSettings(texSettings);
ti.SaveAndReimport();

Best way to use Farseer/Box2D's DebugDraw in Unity3D?

Box2D/Farseer 2D physics has a useful component which draws a simple representation of the physics world using primitives (lines, polygons, fills, colors). Here's an example:
What's the best way to accomplish this in Unity3D? Is there a simple way to render polygons with fill, lines, points, etc.? If so, I could implement the interface of DebugDraw with Unity's API, but I'm having trouble finding how to implement primitive rendering like this with Unity.
I understand it'll be in 3D space, but I'll just zero-out one axis and use it basically as 2D.
In case you mean actually a debug box just displayed in the SceneView not in the GameView you can use Gizmos.DrawWireCube
void OnDrawGizmos()
{
//store original gizmo color
var color = Gizmos.color;
// store original matrix
var matrix = Gizmos.matrix;
// set gizmo to local space
Gizmos.matrix = transform.localToWorldMatrix;
// Draw a yellow cube at the transform position
Gizmos.color = Color.yellow;
// here set the scale e.g. for a "almost" 2d box simply use a very small z value
Gizmos.DrawWireCube(transform.position, new Vector3(0.5f, 0.2f, 0.001f));
// restor matrix
Gizmos.matrix = matrix;
// restore color
Gizmos.color = color;
}
you can use OnDrawGizmosSelected to show the Gizmo only if the GameObject is selected
you could also extend this by getting the box size over the inspector
[SerializeField] private Vector3 _boxScale;
and using
Gizmos.DrawWireCube(transform.position, _boxScale);

Getting positions of a line renderer on moving and rotating a line

I have a line with line renderer attached to it . The user can move the line and rotate it. How do I go about getting the new positions of the line renderer which has been moved or rotated? since the coordinates of vertices of line renderer do not change , only the positions and the rotation of the line object as a whole changes .
The positions in the bottom part of image do not change on moving or rotating it. These positions are returned by the getpositions() method which is not useful in my case.
The LineRenderer in unity takes a list of points (stored as Vector3s) and draws a line through them. It does this in one of two ways.
Local Space: (Default) All points are positioned relative to
transform. So if your GameObject moves or rotates, the line would
also move and rotate.
World Space: (You would need to check the Use World Space
Checkbox) The line will be rendered in a fixed position in the
world that exactly matched the Positions in the list. If the
gameObject moves or rotates, the line would be unchanged
So what you really want to know is
"How do I get the world space position of a local space point in my line?"
This common use case is addressed by methods on a gameObjects transform
Transform.TransformPoint
It takes a local space point (which is how the data is stored in the line renderer by default) and transforms it to world space.
An Example:
using UnityEngine;
using System.Collections;
public class LineRendererToWorldSpace : MonoBehaviour
{
private LineRenderer lr;
void Start()
{
lr = GetComponent<LineRenderer>();
// Set some positions in the line renderer which are interpreted as local space
// These are what you would see in the inspector in Unity's UI
Vector3[] positions = new Vector3[3];
positions[0] = new Vector3(-2.0f, -2.0f, 0.0f);
positions[1] = new Vector3(0.0f, 2.0f, 0.0f);
positions[2] = new Vector3(2.0f, -2.0f, 0.0f);
lr.positionCount = positions.Length;
lr.SetPositions(positions);
}
Vector3[] GetLinePointsInWorldSpace()
{
Vector3[] positions;
//Get the positions which are shown in the inspector
var numberOfPositions = lr.GetPositions(positions);
//Iterate through all points, and transform them to world space
for(var i = 0; i < numberOfPositions; i += 1)
{
positions[i] = transform.TransformPoint(positions[i]);
}
//the points returned are in world space
return positions;
}
}
This code is just for demonstration purposes, as I am not exactly sure of the use case.
Also, my links are to 2018.2 which is a very recent version of unity, however the logic and methods used should be quite similar going back.

How to calculate number of sprites to spawn across the device's screen height?

In my Unity2D project, I am trying to spawn my sprite on top of each other and across the entire height of the device's screen. For example to give an idea, think of a box on top of each other across the entire device's screen height. In my case, I'm spawning arrow sprites instead of boxes
I already got the sprites spawning on top of each other successfully. My problem now is how to calculate how many sprites to spawn to make sure it spreads across the screen's height.
I currently have this snippet of code:
public void SpawnInitialArrows()
{
// get the size of our sprite first
Vector3 arrowSizeInWorld = dummyArrow.GetComponent<Renderer>().bounds.size;
// get screen.height in world coords
float screenHeightInWorld = Camera.main.ScreenToWorldPoint(new Vector3(0, Screen.height, 0)).y;
// get the bottom edge of the screen in world coords
Vector3 bottomEdgeInWorld = Camera.main.ScreenToWorldPoint(new Vector3(0,0,0));
// calculate how many arrows to spawn based on screen.height/arrow.size.y
int numberOfArrowsToSpawn = (int)screenHeightInWorld / (int)arrowSizeInWorld.y;
// create a vector3 to store the position of the previous arrow
Vector3 lastArrowPos = Vector3.zero;
for(int i = 0; i < numberOfArrowsToSpawn; ++i)
{
GameObject newArrow = this.SpawnArrow();
// if this is the first arrow in the list, spawn at the bottom of the screen
if(LevelManager.current.arrowList.Count == 0)
{
// we only handle the y position because we're stacking them on top of each other!
newArrow.transform.position = new Vector3(newArrow.transform.position.x,
bottomEdgeInWorld.y + arrowSizeInWorld.y/2,
newArrow.transform.position.z);
}
else
{
// else, spawn on top of the previous arrow
newArrow.transform.position = new Vector3(newArrow.transform.position.x,
lastArrowPos.y + arrowSizeInWorld.y,
newArrow.transform.position.z);
}
// save the position of this arrow so that we know where to spawn the next arrow!
lastArrowPos = new Vector3(newArrow.transform.position.x,
newArrow.transform.position.y,
newArrow.transform.position.z);
LevelManager.current.arrowList.Add(newArrow);
}
}
The problem with my current code is that it doesn't spawn the correct number of sprites to cover the entire height of the device's screen. It only spawns my arrow sprites approximately up to the middle of the screen. What I want is for it to be able to spawn up to the top edge of the screen.
Anyone know where the calculation went wrong? and how to make the current code cleaner?
If sprites are rendered via camera mode in perspective and the sprites appear to have varying sizes when displayed on the screen (sprites farther away from the camera are smaller than sprites that are closer to the camera) then a new way to calculate the numberOfArrowsToSpawn value is needed.
You could try adding sprites with a while loop, instead of using a for loop, just continue creating sprites until the calculated world position for the sprite will no longer be visible to the camera. Check to see if a point will be visible in camera by using the technique Jessy provides in this link:
http://forum.unity3d.com/threads/point-in-camera-view.72523/
I think your screenHeightInWorld is really a screenTopInWorld, a point can be anywhere in the space.
You need the relative screen height in world coordinate.
Which is actially the half of the camera frustum size if you use ortographic projection, as you think of it.
float screenHeightInWorld = Camera.main.orthographicSize / 2.0f;
I did not read the rest, but is probably fine, up to you how you implement this.
I'd simply create an arrow method, something like bool SpawnArrowAboveIfFits(), which can call itself iteratively on the new instances.